Showing posts with label Breakout. Show all posts
Showing posts with label Breakout. Show all posts

Monday, May 16, 2022

Breakout and... not much else.

More than ten years ago (jeez I feel really old...), I made a pretty large blog post cataloging some then-interests of mine from what was the time when I entered my final year of high school. Nowadays a lot of those hobbies have either come and gone, or just gone entirely in recent years. Since I only have time to talk about one of these past hobbies of mine, I'll quick go over the others:

  • Dot.s has long ended its production line and an attempt to bring the line back doesn't seem likely, especially for those not in the native region of Japan. The last I've done with the product was buy and assemble the larger Super Mario Bros. set for a retro game store as a gift and these days, having already owned several of the sets (including the much rarer "King of Games Legend of Zelda" set now out of print), I stopped collecting more. The Dot.s Design Builder is still available for download from the Mediafire link, as well as this Mega backup. That said good luck finding much about the actual toy line itself thanks to the very generic name they chose for it.
  • Kye is still around, sort of. Development on Xye has stopped and my update to my personal level pack bundled with the game is currently on indefinite hold. The newest version of Kye is a web-based version known as Ultimate Kye and some of the alternate versions of the original Windows 3.1 game have been archived following the posting of the original blogpost, including all of the Christmas editions and Dr. Floyd's Kye. These alternative versions can now be found at this unofficial homepage for the series.
  • Trainyard no longer works on modern devices and I recall many of the game's online functions regarding the custom level system stopped functioning altogether. With the developer's current focus on other projects I have no say on if they'll return to give Trainyard modern ports anytime soon. If I ever learn programing, I might consider making a PC port or spiritual successor with a very experimental tertiary colors mode (however, that might make an already complex puzzle game even more confusing, hence the experimental comment).
  • The Pac-Man fangames are too obscure to really say anything about them, though I did (surprisingly) get Dodger registered from the original author through e-mail back in 2012 or so.
With that out of the way, I'd like to divert your attention to some breakout games that were made for DOS in the late 80's and early-to-mid 90's. And if you've been to this blog before years back, odds are you know which one will be taking part of the spotlight.


That's right, it's Aquanoid, I originally got this game registered in early 2012 roughly six months after getting back into it and made a few extra posts to help others on how to register it. These days, however, both Stefan and Karsten appear to have fallen under radio silence if me having not been able to reach them through e-mail and their website going under is any indication. It only highlights a greater problem with late 80's early 90's shareware games in general: Sure you can play the limited 20-level version of the game, but unless you're really lucky, odds are the original author that would otherwise take your money and send you the full copy is no longer available to contact. Either because they moved and had no address to redirect to, no e-mail set up, no website that still exists or is functional, and/or no modern-day port or digital storefront release later on. With no contacts with the original authors/sellers, owners of the game would be forced to upload and distribute the game preserve it online forever and ensure other people who expressed an interest in buying and playing the full version would actually get the chance to enjoy it, as with what happened with CHAMPrograming's line of arcade ports for DOS.

To make a long story short, Aquanoid, among many other DOS games, is a victim of "Keep Circulating the Tapes", in where a product is essentially considered lost or partially lost because you can't secure a working full version in present times without jumping through a million hoops to dig up old mailing addresses, website archives, and e-mails. I might have gotten lucky with the above-mentioned Dodger as well as the obscure Qix clone Gotcha! since the authors of both games contacted me through e-mail to send me the registered versions after I sent them letters, but with Super Ball!, another DOS Breakout clone, the method didn't work and I simply had my money and letter sent back to me, ensuring that we'll all be stuck with the 5-level unregistered version of Super Ball! for the foreseeable future.

As for the game itself, it still remains a fun time, though it's also challenging and falls victim to not having all its levels designed around its very limited number of angles the ball can travel in, leading to the ball getting stuck without abusing the "Tilt" function to set it free provided it doesn't result in the ball entering another endless loop. The difficulty of the level order is also horribly unbalanced- Many easy levels with very little if any multi-hit or indestructible blocks are scattered into the late-game territory, giving you many opportunities for powerups to just grind for one of the two exit powerups and cheese the level, while on the flipside there are plenty of levels early on that can take a while to complete, either because powerups are scarce or just not available or there's indestructables scattered everywhere, especially in spots that are hard to reach. On the positive side it's one of the few Breakout clones that lets you choose the direction to aim the ball in before serving it (but not while it's active, so no influencing its direction afterwards by hitting it with one end of your paddle), there's good variety of powerups even if most of them are just variants of each other, and in the full version there's five level sets, the default and four extras, plus an editor. Surprisingly, in a feat that doesn't come around too often for a shareware demo, the shareware levels are completely unique to that version and make no appearance in the registered version, which is also the case with our next Breakout clone.


Ladies and gents, meet Electranoid (or "Enoid", as I often see it get called). Like Aquanoid, it was released in an identical  Shareware/Registered format and has completely different levels between the shareware and registered versions. Unlike Aquanoid, the registered version was, for a time, available for free from its now defunct official website under the condition that no other site host it. Compared to the two-man duo that created Aquanoid surviving into the 2010's, Electranoid's Pixel Painters failed to reach the post-Y2K era, making the registered version completely impossible to obtain fully legitimately these days. At least the registered version can still be found online if you know where to look.

Compared to Aquanoid, I didn't have much backstory with Electranoid beyond it being on the same shareware disk I obtained from my grandfather that contained Aquanoid. It also suffers from not working on certain PC builds that could otherwise run DOS games without the aid of emulators, including my Windows 2000, and I needed to get DOSBox up and running in order for it to fully work. The relative rarity of the registered version (despite being available for free at some point from Pixel Painters' website) also meant that the password system would go un-decoded for two and a half decades until very recently when a full password list of the game's 100 levels dropped.

And then there's playing Electranoid itself. While the presentation is great and feels very DOS-like and the difficulty balancing through the levels is more streamlined, Electranoid is, at least in my own opinions, a more difficult game to play optimally and skillfully compared to Aquanoid and you have no difficulty options if you're looking for something a bit easier or more difficult. Most of the game's presentation seems designed specifically to waste your time, whenever it be through the absurdly long (re)spawn times unless you remember to hold the Shift key, or the pool of enemies that make clearing levels more challenging being much more effective at hindering your simple goal of breaking every block in a level compared to most other Breakout clones. In the forefront is the Green Menacer, turning blocks into indestructible metallic green blocks with its green ball, requiring you to swipe a Red Menacer's red ball to get rid of them or have a Bronze or Silver Menacer change it to a multi-hit bronze or silver block so you at least can hit/remove it with your own ball or projectiles. Doing all of these is an exercise in patience and frustration. Why? Not only are the Menacer balls slow as molasses and hard to aim with your paddle, they all self-destruct if they hit another enemy, and sometimes an enemy you need can kill itself on the spot if it launches a ball in an enclosed gap and has no time to float away before its own ball bounces back and destroys it. There's also the "Kaizo Trap", if god forbid you lose your ball after the level's cleared before you have a chance to exit, especially if your paddle is still in the middle of de-equipping either the Laser or Missile powerups.

Electranoid is full of positives and negatives, intentional and not. If I was still doing my full reviews from years back it would easily be a 7.5/10 game. It's got colorful graphics, catchy music, good level design that gradually ramps up in challenge, a very unique set of enemies different from the basic "get in your way" types, and it's good for basic high score runs if you're not committed to reaching the end of the 100-level journey. If you were hoping for some extra features, there's no editor or alternate level sets to give the game stronger replay value. Thankfully the default (and only) levelset is solid enough, and there's no overly cheap level designs, barring the Green Menacer's antics slowing the game down severvely if it decides to get itself going.


While I didn't discover it until months after Aquanoid and Electranoid, 1988's Pop Corn ended up becoming a good favorite of mine. Like Aquanoid, it was made by a two-man group, this time the French duo of Christophe Lacaze and Frederick Raynal. The most notable aspect is the use of CGA graphics, a mere 4 colors total, yet despite that limitation it still manages to make use of them as well as it realistically could. Limitations breed creativity, they always said. It also may be the closest any of these DOS Breakout cones get to mimicking Arkanoid as a whole- but it does it so well and it even comes with a level editor that, unlike Aquanoid's, can make individual level sets that are loaded in by themselves. It's also freeware, ditching the shareware/registered model of the other Breakout clones mentioned above.

The level design in Pop Corn is good and never really gets as evil as the likes of Aquanoid, but like your typical Arkanoid there's the good deal of having to navigate around indestructible blocks and as with Electranoid, none of the powerups available to you can plow through them. There are also teleporter blocks that teleport the ball across the level, parachute blocks that deploy a parachute and make the ball float down slowly, and special "theater" blocks that gradually reveal a short looping animation as you destroy them, said animation also serving as a solid wall. Despite the animations you get out of them being somewhat charming, the theater blocks slow the game down to a glacial pace, especially if you struggle with hitting the two theater blocks wedged in the middle of the pack of six.

Unlike the fate of the other two games above, Pop Corn is still around to some extent, as it was given a modern HTML5 port (as well as versions on mobile) back in 2013. The original 1988 release also includes a separate editor program to make custom level sets in a similar manner to Aquanoid (as well as the DOS port of Arkanoid II: the Revenge of DoH), which sadly doesn't return in the remake and forces you to the original 50-level level set. If you want to play Pop Corn on DOSBox, however, you need to boot up POPSPEEED.exe in the emulator, type POPSPEEED 100, then POPCORN to launch the game into the title screen, then set the cycles count of the emulator to around 300 to keep the speed of all the different elements consistent. It's confusing, and yet it somehow works despite not really being a convenient and user-friendly way to start a game.


I'll admit, my time with breakout clones on DOS only lasted a few years and soon enough the interest fizzled out, though I still pop open Electranoid and Pop-Corn to watch demos of them play out while I work on my projects or artwork. Since then I've discovered many, many other breakout clones, none of which I'd say come close to being the "perfect" breakout clone, marrying the arcade feel of Arkanoid with the sheer volume of features, block types, and flexible editors of modern breakout clones. And while my own Breakout clone, Otaku-Ball, is close to that ideal Breakout experience for me, marrying a heaping tons of features and map gimmicks and having a very flexible editor, I'm considering going back to the drawing board to create a second attempt at "the ultimate breakout" if I can ever get down to learning game development to create something with a more streamlined art and audio direction.

I meant to have this post out in September last year but then I lost interest and forgot about it until rather recentely. After reading this blogpost over before posting, I began to wonder, will I ever get back into a wave of binging and playing retro Breakout games like these again? Honestly I'm not very sure on that.

Thursday, September 20, 2012

Get your OtakuBall Resources here!

I know I had said this would be a standard post, but I believe a series of image files and word documents should be able to do more justice than a post that stretches out for infinity.

Download it here.

Oh, and for all of you that are making clones, don't just play Breakout and Arkanoid; try the other clones and see what features work for you and which ones don't. However, I will say this: Don't put in some kind of block or enemy (like a Skull block or such) that will lead to death because of the ball's misbehavior (only bosses and bombs that rain down from certain destroyed blocks can kill the paddle directly, enemies can only stun/freeze the paddle and misguide the ball in another direction). Also, don't tinker with the ball's speed by speeding it up too quickly into a level, and don't have unrealistic bouncing physics, like the ball suddenly reversing as it tries to go up a channel of Gold Bricks, and get creative with level design; don't just stick to levels of only one particular theme (such as animals). And to conclude, never leave out proper ball aiming with the paddle.

Tuesday, August 21, 2012

AlphaBounce vs. Otaku-Ball

Just a minor update, but I wanted to point out that for anyone wondering, I am planning on developing a new breakout clone that you can play entirely for free. It's a tribute to many, if not all existing brick-breaking games. It will be entitled "Otaku-Ball".

Since I keep coming up with different concepts for it though as time passes, I eventually decided on dropping the AlphaBounce story mode since it contains roughly the same plot and characters. Why I had chosen to do such in the first place was that AlphaBounce's staff refused to upgrade the game further (unless it was to fix bugs) and remove some of the "stupid hard" parts of the game that would rape the knowledge one would have with vitally any other brick breaker. A thread I had started on the AlphaBounce forums regarding Otaku-Ball caught the attention of some, with negative reactions from two high-ranking players (one whom replied sarcastically), and a single positive voice from a lower-ranking someone. With the others however, they bashed the game, ignoring that it was a non-profit tribute/upgrade and said Otaku-Ball was a competitor to AlphaBounce. When I still had the chance, I tried telling everyone that despite the problems AlphaBounce may contain (in the eyes of a casual, at least, especially the hard as heck limited editor to unlock) I still enjoy playing it, though it only guarantees happiness on the right days. I also instructed those very few that actually came to enjoy the project's concepts to come on over to this blog just before I ended up getting a mild cease and desist from one of the board's moderators.

Otaku-Ball like I said, will be free to play, in that it contains block graphics and special gimmick blocks based on other breakout clones (drawn in a slightly upgraded Arkanoid style), and ship designs based on those featured in the Ricochet games. Since very few breakout clones to this day contain simple-to-use editors with a lot of features, the editor for this game will be the main selling point (without the actual selling). It will allow users to create single levels or entire level sets with support for up to 300 levels each across four dimensions/paths (thus allowing 1,200 levels per set, and that's not counting the special bonus stages you can scatter on the level set), and with the many features it'll contain, one can roughly make their own Breakout game with Otaku-ball. Users can upload, download, and share user-made levels at will with no limitations (however you cannot submit levels with NSFW content). Levelsets can also have boss fights scattered around (please no boss rushes; I promise such will be a bonus mode).

Why so many brick types will be present? Well let me ask you, do you want to create levels using features from breakout games without level editors and mix and match them to your liking? How about being able to make levels each having their own set playfield width (like one with a width of 18 blocks and another with 13)?

Aside from the main editor, a single player arcade mode (Plus available as co-op up to four players, local or online) with 648 available levels across 4 dimensions (162 levels per dimension, six of the levels in each dimension being boss levels). Over 60 enemy species across many Breakout clones will appear (once again, tribute, non-profit), and one can choose power up load outs (configuring which powerups can appear) that suit them the best incase playing with the possibly of gaining one of the many 130+ powerups proves to be too much. There is also a series of versus head-to head modes based on several Breakout variants released for the arcade, and these follow a quest-based format like the one established by the Puyo Puyo games.

I certainly hope this game being 100% free'll help in my defense. If anyone wants a list of planned power ups, I can post my current listing in the form of a text document.

P.S. Expect the same thing to happen to a Pac-Man fangame I'm going to create in the future. If Soap Creative cannot create "World's Greatest Pac-Man" even with me in the director's seat, I will.